Warning: array_merge() [function.array-merge]: Argument #1 is not an array in [path]/archive/global.php(40) : eval()'d code on line 2
Odd lighting problems (pics!) [Archive] - TF2Maps.net Forums

PDA

View Full Version : Odd lighting problems (pics!)


dirtyminuth
12-15-2007, 03:43 AM
Hi everyone, registered a few weeks ago, got absorbed in mapping. The map is coming along nicely, and I'll try to get a separate thread on its progress in the coming week. For now, I've run into some strange lighting problems, in particular regarding prop_statics. Let the analysis begin!

Pic 1: Completely black prop_static
The metal plank wedged between the wall and platform is completely black. The origin of the prop is probably in a dark area, but that doesn't mean the entire thing should be dark. Any ideas?
http://img156.imageshack.us/img156/3186/hycore0013hd8.th.jpg (http://img156.imageshack.us/my.php?image=hycore0013hd8.jpg)

Pic 2: Fully lit prop_static
The bright metal planks on the roof appear fully lit from inside the building. Notice the surrounding wood (world geometry): it's somewhat dark. What is causing the difference?
http://img510.imageshack.us/img510/1862/hycore0014gs6.th.jpg (http://img510.imageshack.us/my.php?image=hycore0014gs6.jpg)

Pic 3: Inconsistent lighting past fence
Notice the lighting difference on different sides of the fence. There is a clip brush that divides this wall, could that be the issue?
http://img510.imageshack.us/img510/7217/hycore0015qn8.th.jpg (http://img510.imageshack.us/my.php?image=hycore0015qn8.jpg)

Pic 4: Darkened truck
This truck appears dark, regardless of whether it's inside or outside of the building. The front of the truck should appear brighter, yes? That's my intuition.
http://img156.imageshack.us/img156/9775/hycore0016xp2.th.jpg (http://img156.imageshack.us/my.php?image=hycore0016xp2.jpg)

I'm compiling using standard lighting (i.e. "default" in Hammer). I'm also using vanilla prop_statics (no attribute changes). Is there something obvious I'm not accounting for? Any help would be much appreciated!

Buster Charlie
12-15-2007, 08:41 AM
if the origin is in the dark, the model will reference it's lighting from that. What you need to do is..
info_lighting

http://developer.valvesoftware.com/wiki/Info_lighting

spaceweasels
12-16-2007, 06:59 PM
For #1, I think you have a bad brush that is spilling over. The easy fix it to find the brush causing that and turning it into a func_detail.

For the others, make sure you have a cubemap nearby. Cubemaps help with lighting, especially when you have weird lighting reflections.

TF2Maps.net is proudly hosted by